Eoin 'Dubh' MacDonnell Character in Honey Badger Adventures | World Anvil
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Eoin 'Dubh' MacDonnell

Eoin MacDonnell (a.k.a. Dubh)

Eoin 'Dubh' MacDonnell

5 Level (6500/14000 XP for level-up) Outlander - Irish Mercenary Background Human (Variant) Race / Species / Heritage Chaotic Neutral Alignment
Banneret Fighter
Level 5
Hit Dice: 5/5
1d10+1 Class 1

STR
15
+2
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
16
+3
39
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+3 Dexterity
+4 Constitution
+0 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+3 Deception CHA
+0 History INT
+2 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
+6 Lyre CHA
skills
+2 Medicine WIS
+3 Nature INT
+5 Perception WIS
+3 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greataxe +6 DEX 1d12+2+3 Slashing
Longsword (One Hand) +6 DEX 1d8+3+3 Slashing
Longsword (Two Hands) +6 DEX 1d10+3+3 Slashing
Light Crossbow +6 DEX 1d8+3+3 Piercing
 80/320ft
Attacks
Number of Attacks: 2


Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Fell Handed
Benefit: You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

-You gain a +1 bonus to attack rolls you make with the weapon.

-Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.

-Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.

-If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.


Inspiring Leader
Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet o f you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.


Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.


Royal Envoy
Knights of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.


Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Features & Traits
Chainmail
Shield
Backpack
Bedroll
Traveler’s Clothes
x20 Crossbow Bolt
Hunting trap
Mess kit
Pouch
x10 Rations (1 day)
50ft Hempen Rope
Tinderbox
x10 Torch
Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Language: English, Gaelic, Française

Weapions: Martial, Simple

Armour: Heavy, Light, Medium, Shields

Languages & Proficiencies
I once ran twenty-five miles without stopping to warn my clan of an approaching enemy horde. I'd do it again if I had to.

I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry wolves.

Personality Traits
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)

Ideals
I will bring terrible wrath down on the evildoers who destroyed my homeland.

Bonds
I am too enamoured of ale, wine, and other intoxicants and have an insatiable desire for carnal pleasures.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
Species
Children
Gender
Male

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